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Martial Weapons

NAME COST DMG (S) DMG (M) CRIT. RANGE WEIGHT TYPE SPECIAL CATEGORY
Armored Fist 15 gp 1d4 1d6 x2 - 4 lb. B or S Unarmed, See text One-Handed (Melee)

Exotic Weapons

NAME COST DMG (S) DMG (M) CRIT. RANGE WEIGHT TYPE SPECIAL CATEGORY
Walking Cane 3 sp 1d4 1d6 x2 - 1 lb. B Disarm, Fragile One-Handed Exotic (Melee)
Umbrella 1 gp 1d4 1d6 x2 - 2 lbs. B Blocking, Disarm, Distracting, Fragile One-Handed Exotic (Melee)
Wide-Brimmed Hat 2 cp 1d2 1d3 x2 30 ft. 1 lb. B - One-Handed Exotic (Throwing)
Cutlery 1 cp 1d2 1d4 19-20 x2 10 ft. 1 lb. P/S - One-Handed Exotic (Melee)
Pen/Quill 1 sp 1d3 1d4 x3 10 ft. 1 lb. P Fragile Light Exotic (Melee)
Broom 3 cp 1d4 1d6 x2 - 2 lbs. B Disarm, Fragile, Monk, Trip One-Handed Exotic (Melee)
Servant’s Gloves 1 gp 1 1d2 19-20 x2 - 1 lb. P and B Monk Light Exotic (Melee)
Serving Platter 2 gp 1d3 1d4 x2 10 ft 3 lbs. B Blocking Light Exotic (Throwing)
Sewing Pins (20) 1 gp 1 1 18-20 x2 10 ft. 1 lb. P Nonlethal Ranged Exotic (Throwing)
Sewing Shears 5 gp 1d2 1d3 18-20 x2 10 ft. 1 lbs. P or S - Light Exotic
Sewing Needle 15 gp 1d3 1d4 18-20 x2 - 2 lb. P - One-Handed Exotic
Seam Ripper Spear 60 gp 1d6 1d8 18-20 x2 - 10 lbs. P/S Reach, sunder Two-Handed Exotic

Weapon Abilities

Unarmed: These weapons do not impede a user’s ability to use their unarmed strikes. A user wielding an Unarmed weapon may consider themselves unarmed when it would benefit them (Such as attempting a Steal maneuver, a Monk’s Unarmed Strike damage, being a light weapon, or a natural attack originating from that limb). They may hold other weapons, but lose the benefit of the Unarmed weapon while holding other weapons. Should an Unarmed weapon be enchanted or modified, it passes these enchants down onto the wielder’s unarmed or natural attack (Should the natural attack be on the correct limb). The effect does not stack with an Amulet of Mighty Fists or similar effects.

Aquatic Weapons

New weapons are described below. Those on this table that are not described are nearly identical to their drylander counterparts and are described in Chapter 6 of the Pathfinder Roleplaying Game Core Rulebook.

Simple Weapons

Unarmed Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Gauntlet 3 gp 1d2 1d3 ×2 -1 B strapped
Unarmed strike 1d2 1d3 ×2 B nonlethal

Light Melee Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Battle Spade 10 gp 1d4 1d6 ×2 -6 S See text
Bayonet 5 gp 1d4 1d6 ×2 -2 P and S
Boil Blade 75 gp 1d4 1d6 19-20/×2 -1 P/S
Chisel Spear 3 gp 1d6 1d8 ×2 -6 P and S See text
Dagger 3 gp 1d3 1d4 19–20/×2 15 ft. -1 P or S plunge
Dagger, punching 3 gp 1d3 1d4 ×3 -1 P
Gaff 5 gp 1d2 1d3 ×3 -1 P and S barbed, disarm, trip
Gauntlet, spiked 6 gp 1d3 1d4 ×2 -1 P strapped
Gut Razor 4 gp 1d3 1d4 ×3 -1 S barbed
Hanbo 1 gp 1d4 1d6 ×2 +2 B Monk, trip
Sickle 7 gp 1d4 1d6 ×2 -2 S trip
Stickleback Spear 1 gp 1d3 1d4 ×2 -3 P brace
Ulu 1 gp 1d3 1d4 ×3 -1 S

One-Handed Melee Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Battle Spade 10 gp 1d4 1d6 ×2 -6 S See text
Fisher Spear 3 gp 1d4 1d6 19-20/×2 10 ft. -3 P barbed, plunge
Gee 4 gp 1d4 1d6 19–20/×2 -4 P and S disarm
Kelp Fork 4 gp 1d4 1d6 ×3 -4 P
Shortspear 2 gp 1d4 1d6 ×2 25 ft. -3 P plunge
Urchin Fist 9 gp 1d6 1d8 ×2 -7 B and P strapped

Two-Handed Melee Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Famennian Spear 7 gp 1d6/1d4 1d8/1d6 ×2/×3 -5 S brace, double
Longspear 6 gp 1d6 1d8 ×3 -10 P brace, reach
Paddle Staff 10 gp 1d4/1d4 1d6/1d6 19-20/×2 -10 S double, see text
Quarterstaff 1d4/1d4 1d6/1d6 ×2 -4 B double, monk
Scoop Net 15 gp -7 see text
Spear 3 gp 1d6 1d8 ×3 -7 P brace
Yari 4 gp 1d6 1d8 19-20/×2 -7 P brace

Ranged Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Crossbow, heavy 60 gp 1d8 1d10 19–20/×2 80 ft. -9 P
Bolts, crossbow (10) 1 gp -1
Crossbow, light 40 gp 1d6 1d8 19–20/×2 50 ft. -4 P
Bolts, crossbow (10) 1 gp -1
Dart 1 gp 1d3 1d4 ×2 25 ft. -1 P plunge
Javelin 2 gp 1d4 1d6 ×2 35 ft. -2 P plunge
Net 10 gp 10 ft. -7 plunge
Shuriken (5) 2 gp 1 1d2 ×2 5 ft. -1 P plunge

Martial Weapons

Light Melee Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Handaxe 7 gp 1d4 1d6 ×3 -3 S
Kukri 9 gp 1d3 1d4 18–20/×2 -2 S
Spiked armor special 1d4 1d6 ×2 special P strapped
Sword, short 11 gp 1d4 1d6 19–20/×2 -2 P
Short Trident 12 gp 1d6 1d8 ×2 -3 P
Sea Reaver 15 gp 1d6 1d8 18-20/×2 -6 P

One-Handed Melee Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Excaecara Fork 10 gp 1d4 1d6 19-20 ×2 -7 P Barbed, brace
Guan Dao 15 gp 1d6 1d8 ×3 -5 P and S disarm
Hoko 12 gp 1d6 1d8 1 9-20/×2 -4 P or S blocking, brace
Ice Blade 75 gp 1d6 2d4 ×3 -7 S See text
Ichida 15 gp 1d4 1d6 19-20/×2 40 ft. -3 P plunge, brace
Leiomano 3 gp 1d4 2d3 ×3 3 S and B
Qiang 15 gp 2d3 2d4 ×3 -3 P and S
Rapier 21 gp 1d4 1d6 18–20/×2 -2 P
Sibat 2 gp 1d4 1d6 ×3 10 ft. -2 P or S barbed, plunge, see text
Trident 16 gp 1d6 1d8 ×2 -4 P brace
Trishula 25 gp 1d6 2d4 19-20/×2 -6 P and S
Triton Fork 30 gp 1d6/1d4 2d4/1d6 19-20/×2 -7 P double
War Fork 10 gp 1d6 1d8 ×2 -3 P brace

Two-Handed Melee Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Bishamon 15 gp 1d8 1d10 ×3 -13 P and S blocking, brace, trip
Eel Spear 100 gp 1d4 1d6 ×3 -8 P and S See text
Fang Tian Ji 15 gp 1d8 1d10 19-20/×2 -15 P or S blocking, trip
Flayspear 15 gp 1d6 1d8 ×4 -9 P barbed
Getsugasan 20 gp 1d4/1d4 1d6/1d6 ×2 -10 B or P or S double, monk
Glaive 9 gp 1d8 1d10 ×3 -11 S reach
Greatspear 40 gp 1d10 2d6 19-20/×2 -20 P
Halberd 11 gp 1d8 1d10 ×3 -13 P brace, trip
Lance 11 gp 1d6 1d8 ×3 -11 P reach
Long Trident 20 gp 1d6 1d8 ×2 -13 P reach
Naginata 35 gp 1d6 1d8 ×4 -10 S reach
Pragian Axe 20 gp 1d10 1d12 ×3 -15 P/S
Ranseur 11 gp 1d6 2d4 ×3 -13 P disarm, reach
Stiletto Sword 25 gp 1d8 1d10 19-20/×2 -8 P/S
Treble Fork 12 gp 1d6 1d8 19-20/×3 -9 P reach

Ranged Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Longbow 80 gp 1d6 1d8 ×3 60 ft. -3 P
Arrows (20) 1 gp -3
Longbow, composite 110 gp 1d6 1d8 ×3 70 ft. -3 P
Arrows (20) 1 gp -3
Shortbow 35 gp 1d4 1d6 ×3 30 ft. -2 P
Arrows (20) 1 gp -3
Shortbow, composite 80 gp 1d4 1d6 ×3 40 ft. -2 P
Arrows (20) 1 gp -3

Exotic Weapons

Light Melee Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Austorian Zharaz 60 gp 1d3 1d4 ×4 -4 S See text
Zharaz Spurs 2 gp -1/10 units See Austorian zharaz
Kama 3 gp 1d4 1d6 ×2 -2 S monk, trip
Pata 14 gp 1d4 1d6 ×3 -3 P performance
Sai 2 gp 1d3 1d4 ×2 -1 B disarm, monk
Singham 4 gp 1d4 1d6 ×2 -1 P monk
Sun Wheel 10 gp 1d3 1d4 ×3 -1 S
Tail Spikes 10 gp 1d2 1d4 ×2 -1 P strapped, see text
Tekko-Kagi 2 gp 1d2 1d3 ×2 P disarm, see text
Tsuribari 5 gp 1d2/1d2 1d3/1d3 ×2 -1 P double (monk only), monk
Wakizashi 35 gp 1d4 1d6 18-20/×2 -2 P or S deadly
Yuanyang Yue 12 gp 1d4 1d6 19-20/×2 -3 S blocking, monk

One-Handed Melee Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Bubbler 100 gp 1d41 1d61 ×2 -5 P brace, see text
Dragon Fork 15 gp 1d6 1d8 ×3 -9 P monk
Echinn Blade 5 gp 1d8 1d10 ×3 -10 S Trip, See text
Elven Fork 25 gp 1d8 1d10 ×3 -11 P and S brace
Fin Razors 30 gp 1d4 1d6 19-20/×2 -9 S see text, strapped
Harpoon 5 gp 1d6 1d8 ×2 25 ft. -6 P plunge, barbed, see text
Jaw Blades 10 gp 1d6 1d8 ×3 -6 P strapped, trueform
Jin Qian Chan 40 gp 1d8 1d10 19-20/×2 -10 S blocking, monk, performance
Moon Glaive 20 gp 1d8 1d10 ×2 -11 S monk
Narwhal Harness 30 gp 1d4 1d6 19-20/×2 -9 P strapped, trueform
Pneumatic Blade 450 gp 1d4+2 1d6+2 18-20/×2 -5 S Aglootech, see text
Shark Fork 3 gp 1d4 1d6 x2 -8 P fragile, nonlethal
Sodegarami 5 gp 1d6 1d8 ×3 -9 P grapple, see text
Swoosh 2,500 gp 1d12 2d8 18-20/×2 -5 S deadly, see text
Zhua 30 gp 1d4 1d6 ×2 -6 S grapple, trip, disarm, monk

Two-Handed Melee Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Bo 1 gp 1d4 1d6 ×2 +3 B blocking, double, monk
Chain, spiked 26 gp 1d6 2d4 ×2 0 P and S disarm, trip
Dire Fork 20 gp 1d6/1d6 1d8/1d8 ×2 -15 P double
Ice Claws 100 g 2d4 2d6 19-20/×2 -8 S
Kalawat 15 gp 2d3 2d4 ×2 -12 P barbed, see text
Kamayari 20 gp 1d8 1d10 ×3 -11 P or S monk
Lang Ya Bang 60 gp 1d6 1d8 ×2 -13 B and P
Marlin Harness 60 gp 1d6 2d4 19-20/×2 -11 P brace, strapped, trueform
Nagamaki 50 gp 1d6 1d8 18-20/×2 -8 S Deadly
Pincer Fork 10 gp 1d4 1d6 ×3 -7 S Nonlethal, see text
Pneumatic Spear 700 gp 1d6+2 1d8+2 18-20/×2 -15 S Aglootech, see text
Skith 18 gp 2d3 ×4 -8 S Trip, see text

Ranged Weapons

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Crossbow, hand 150 gp 1d3 1d4 19–20/×2 20 ft. -2 P
Bolts (10) 1 gp -1
Crossbow, repeating heavy 450 gp 1d8 1d10 19–20/×2 80 ft. -13 P
Bolts (10) 1 gp -1
Crossbow, repeating light 300 gp 1d6 1d8 19–20/×2 50 ft. -7 P
Bolts (10) 1 gp -1
Shuriyari [5] 2 gp 1 1d2 ×2 10 ft. -1 P

Firearms

Aglootech Firearms

Aglootech firearms were invented nearly a century ago but the first generation models, which used large tanks of methane-oxygen mixture, were too unwieldy and dangerous to use. The second generation firearms, the aquabuses, used separate tanks for methane and oxygen but were still unwieldy and only slightly less likely to explode. The most recent model, the fizzlepops, are both more portable and less likely to catastrophically misfire. Detailed below are the specifics of how these devices work in an aquatic world.

Game Mechanics: Aglootech firearms use the same basic game mechanics as those presented in ULTIMATE EQUIPMENT by Paizo Publishing, with a few minor exceptions. First and perhaps most importantly, aglootech firearms are meant to be fired underwater and do not function properly on land. The aquabus can be considered an “early firearm” for both loading time and misfires. An aquabus misfires on 1-2 (5 ft.). Fizzlepops benefit from the category of “advanced firearm” for misfires but still suffer the longer loading times of early firearms. Fizzlepops misfire on a 1 (5 feet). All aglootech firearms have a capacity of 1, unless they are upgraded (see below).

Because of the limiting factors of friction drag, special features such as scatter shot and alchemical cartridges are very difficult to replicate underwater and are therefore not available.

Upgraded Firearms: Three features can be added to the standard aglootech firearm. The first is up to two additional pop chambers, allowing for quicker reloads. For each extra chamber, reloads can be performed as if the weapon was an advanced firearm (as a move-equivalent action) one time. For example, a fizzlepop with a total of three pop chambers (the maximum the design will allow) can be reloaded twice as if it was an advanced firearm. The third time it must be loaded at the slower, early firearm rate. Each additional chamber adds 250 gp onto the base price of the firearm. This upgrade does not add significant buoyancy to the weapon.

The second upgrade is an extra barrel, which allows for an extra shot (+1 capacity) for each additional barrel up to a maximum of three. Each barrel requires a pop chamber, which is included in the cost of this upgrade. Regardless of the extra pop chambers, this upgrade requires the firearm to be reloaded at the slower, early firearm rate. This upgrade is considerably expensive, adding 1000 gp to its base price. It also doubles the weapon’s buoyancy for two barrels, or triples it for three barrels. Lastly, any extra barrels increase the chance for misfire to 1-2 (5 feet).

Finally, a scope can be added for an additional 250 gp. Scopes add 10 feet onto the range increment for one-handed firearms and 20 feet to two-handed firearms. Scopes add -3 buoyancy to the weapon.

In-Game Usage (Layman’s Terms): First check your fizzlepop over. If your pressure gauge has a reading more than zero, it probably has some old gas and needs to be purged (press the small button next to the gauge). When that reads zero, make sure the fizzle juice is glowing (that means it is healthy) and that the salt gems are blue. If the fizzle juice isn’t glowing, you’ll need a new batch. If the salt gems are clear, you are too close to the melt and need to move to brinier water or you’ll get a very weak pop. Check your deep ice. You need at least one cube’s worth in there for enough gas. Two is best and most mixers hold at least two. You usually get about 2 dozen shots per cube. Make sure the pressure lever is set at the right depth, or your pop might take your head off. After the inspection, load the spike into the muzzle followed by some wadding (stickle weed works best) and ram it down. Give the primer crank several good turns, till the pressure gauge is full (usually about 12-20 cranks). You will hear some good fizzing in there and you’ll get some dark-green leak from the mixer…that’s normal. If you do not get this, something has gone wrong with it and you’ll likely get no pop. Take aim and then pull the igniter till it clicks…the pop will immediately follow (better have your ear plugs in, or you’ll be deaf for a few). Also be prepared for a pretty good kick and some bubbly discharge (best be wearing goggles, that steam can blind you). Just repeat this process to fire it again.

Technical Notes: Much like in the previous aquabus generations, the “Fizzlepop” uses the ignition of a methane-oxygen mixture to create a violent exothermic explosion. Dissimilar to the second generation aquabus design, the fizzlepop’s gas tank holds a methane/oxygen mixture, instead of two separate tanks for each gas. Unlike the previous generations that used large tanks (of methane/oxygen mixture in first generation or separate tanks of gas in second generation), the fizzle pop has quite miniscule gas tanks because the gas is created as needed, immediately before the shot.

Several safety features are also built in, including a pressure gauge, a pressure switch (to adjust for depth) and specially designed decorative beads (salt gems) that appear blue when in the proper salinity. Fizzle juice is actually a mixture of three live, freshwater phytoplankton cultures. Pyrocystis Hibernus is a bioluminescent dinoflagellate that stores a large amount of oxygen in its cells, mostly in the form of hydrogen peroxide. This organism not only supplies crucial oxygen to the explosive gas mixture but also serves as an indicator of the general health of the entire phytoplankton concoction. If the bioluminescence is lost, then it is a good indicator that the culture is no longer healthy and needs to be replaced. Fragilariopsis Sphaerus is a diatomic algae that produces propylene glycol (antifreeze) to keep itself from freezing. Its role is key in releasing the gas from the hydromethane (deep ice) and defrosting the inner workings of the weapon. This prevents frosting jams that were common in earlier aquabus generations. Lastly, Cyanidioschyzon Adaptus is a highly adaptive algae usually found near geysers and freshwater hot springs. When exposed to peroxide, it releases an alkaline solution (mostly sodium hypochlorite), which helps clean the fizzlepop mechanism, release the oxygen from the pyrocystis cells and further break down the remaining phytoplankton to release their contents in the mixing chamber. These algae also help clean and maintain the ecosphere of the fizzle juice container.

The fizzlepop produces a methane oxygen mixture when the primer crank is turned, which releases fizzle juice into the mixing chamber containing the hydromethane cubes suspended in normal sea water. Each phytoplankton, which is highly acclimated to fresh-water, tends to rapidly dehydrate when exposed to sea water and their formerly-contained inner chemistry is released into solution. The solution releases methane (by rapidly melting the hydromethane) and a fair amount of oxygen (through extraction from the pyrocystis phytoplankton). The gas is forced to the top of the chamber where it is collected, pumped and compressed into the gas tanks. The leftover solution is first cycled through the weapon to keep it clean and ice-free and then ejected through a valve in the bottom of the mixing chamber.

The pressure gauge monitors tank capacity and a full gauge reading means that there is sufficient volatile gas to create an adequate explosion.

The spike (also known as a quarrel) is specially designed to maximize aquatic range. It works on the principle of supercavitation; a projectile designed to create a bubble of air when launched that is large enough to encompass the entire projectile. This greatly reduces the friction drag on the projectile and enables very high speeds and a good range.

Conversely, ammunition of other shapes (spherical, for example), quickly succumbs to friction drag and is non-lethal even at short range. The spike is loaded into the muzzle and held in place with wadding, which could be comprised of seaweed, moss, sponge wool, or even animal fur, so long as it strong enough to keep the spike from falling out but weak enough to not inhibit its propulsion.

The trigger activates an internal mechanism consisting of a spring-loaded hammer, a quartz crystal and gold wiring. The resulting piezoelectric spark ignites the gas and the explosion is focused directly behind the spike, forcing it out through the muzzle at great speed and hopefully into the correct target, thereby causing the target great physical harm. Some of the carbon-dioxide/steam mixture from the explosion is collected and cycled into the fizzle juice container when the mixing crank is turned. This, in addition to occasional exposure to sunlight or other bright light sources, will keep the fizzle juice healthy for months at a time.

Two-Handed Early Firearms

Name Cost* Dmg (S) Dmg (M) Critical Range Misfire Capacity Buoyancy1 Type2 Special
Aquabus 1,500 gp 1d10 1d12 ×4 40 ft. 1-2 (5 ft) 1 -20 P Aglootech, see text

One-Handed Transitional Firearm

Name Cost* Dmg (S) Dmg (M) Critical Range Misfire Capacity Buoyancy1 Type2 Special
Fizzlepop Pistol 3,000 gp 1d6 1d8 ×4 20 ft. 1 (5 ft) 1 -7 P Aglootech, see text
Pistol Spikes 1 sp each -1/15 units

Two-Handed Transitional Firearm

Name Cost* Dmg (S) Dmg (M) Critical Range Misfire Capacity Buoyancy1 Type2 Special
Fizzlepop Musket 4,500 gp 1d8 1d10 ×4 60 ft. 1 (5 ft) 1 -12 P Aglootech, see text
Musket Spikes 2 sp each -1/10 units

Siege Weapons (Direct-Fire)

Small Siege Engines

Name Cost* Dmg Critical Range Buoyancy1 Type2 Special
Torpedo, Frasnian 500 gp 6d6 ×3 special ± 30 B and steam see text

Large Siege Engines

Name Cost* Dmg Critical Range Buoyancy1 Type2 Crew Aim Load Speed Special
Aquannon 7,000 gp 5d6 ×4 80 ft. -350 P 2 1 3 10 ft See text
Torpedo, Mega 9,000 gp 20d6 ×3 special ±300 B and steam see text

Siege Weapons (Close Assault)

Name Cost* Dmg (S) Dmg (M) Critical Range Buoyancy1 Type2 Special
Aquabomb 5,000 gp See text See text ×2 -30 B and steam See text

* Cost reflected is for swampwood, coral or shell items. Double the cost for ever-ice items. Add 50% of the cost for auranite or mithrite items.

1 Buoyancy listed is for items made of shell or coral. For ever-ice, make this number positive. For Swampwood, make this number positive and multiply by 5. For metals (including auranite) multiply the listed number by 5. If the item is of mixed materials, go with the majority of material. Buoyancy figures are for Medium weapons. For a Small weapon divide by 3, and a Large weapon multiply by 3. (For tiny and smaller weapons, the buoyancy rating is +/-0, for huge and larger weapons, continue multiplying by 3 for each category above Large).

2 When two types are given, the weapon is both types if the entry specifies "and," or either type if the entry specifies "or."

Aquatic Weapon Qualities

Aquatic weapons may have the unique qualities listed below.

Barbed: Barbed weapons are often designed for fishing purposes, and can trap tiny creatures. When creatures two size categories smaller than you are damaged by this weapon, make a combat maneuver check to grapple it (without the –4 penalty for not having two hands free); success means you and the target are grappled. Once the target is grappled, you can perform a move or damage grapple action against it. A barbed weapon requires a DC 15 strength check to break free. If you drop the weapon, the target can free itself as a standard action.

Plunge Weapons: There are no thrown weapons that have any significant range in the Cerulean seas campaign setting. However, some weapons can be plunged towards opponents. Plunged weapons are in fact propelled at full speed in the direction of their buoyancy. To be used effectively, the character must be either directly above (for negatively buoyant weapons) or directly below (for positively buoyant weapons) their intended target. The plunge weapon has a range increment, much like a thrown weapon, which is often slightly longer than their thrown counterparts. Plunge weapons are described in more detail at the end of chapter 1.

Strapped: Strapped weapons are physically strapped or attached to you in some way and therefore cannot be disarmed.

Trueform: These weapons are specially designed for creatures with the trueform subtype, and are useable only by creatures with that subtype.

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